/* * Animation plugin for compiz/beryl * * animation.c * * Copyright : (C) 2006 Erkin Bahceci * E-mail : erkinbah@gmail.com * * Based on Wobbly and Minimize plugins by * : David Reveman * E-mail : davidr@novell.com> * * Particle system added by : (C) 2006 Dennis Kasprzyk * E-mail : onestone@beryl-project.org * * Beam-Up added by : Florencio Guimaraes * E-mail : florencio@nexcorp.com.br * * Hexagon tessellator added by : Mike Slegeir * E-mail : mikeslegeir@mail.utexas.edu> * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ #include "animation-internal.h" void fxMagicLampInitGrid(AnimScreen *as, AnimWindow *aw, int *gridWidth, int *gridHeight) { *gridWidth = 2; *gridHeight = animGetI(as, aw, ANIM_SCREEN_OPTION_MAGIC_LAMP_GRID_RES); } void fxVacuumInitGrid(AnimScreen * as, AnimWindow *aw, int *gridWidth, int *gridHeight) { *gridWidth = 2; *gridHeight = animGetI(as, aw, ANIM_SCREEN_OPTION_VACUUM_GRID_RES); } void fxMagicLampInit(CompScreen * s, CompWindow * w) { ANIM_SCREEN(s); ANIM_WINDOW(w); Model *model = aw->model; int screenHeight = s->height; aw->minimizeToTop = (WIN_Y(w) + WIN_H(w) / 2) > (aw->icon.y + aw->icon.height / 2); int maxWaves; float waveAmpMin, waveAmpMax; if (aw->curAnimEffect == AnimEffectMagicLamp) { maxWaves = animGetI(as, aw, ANIM_SCREEN_OPTION_MAGIC_LAMP_MAX_WAVES); waveAmpMin = animGetF(as, aw, ANIM_SCREEN_OPTION_MAGIC_LAMP_WAVE_AMP_MIN); waveAmpMax = animGetF(as, aw, ANIM_SCREEN_OPTION_MAGIC_LAMP_WAVE_AMP_MAX); } else { maxWaves = 0; waveAmpMin = 0; waveAmpMax = 0; } if (waveAmpMax < waveAmpMin) waveAmpMax = waveAmpMin; if (maxWaves > 0) { float distance; if (aw->minimizeToTop) distance = WIN_Y(w) + WIN_H(w) - aw->icon.y; else distance = aw->icon.y - WIN_Y(w); // Initialize waves model->magicLampWaveCount = 1 + (float)maxWaves *distance / screenHeight; if (!(model->magicLampWaves)) model->magicLampWaves = calloc(model->magicLampWaveCount, sizeof(WaveParam)); int ampDirection = (RAND_FLOAT() < 0.5 ? 1 : -1); int i; float minHalfWidth = 0.22f; float maxHalfWidth = 0.38f; for (i = 0; i < model->magicLampWaveCount; i++) { model->magicLampWaves[i].amp = ampDirection * (waveAmpMax - waveAmpMin) * rand() / RAND_MAX + ampDirection * waveAmpMin; model->magicLampWaves[i].halfWidth = RAND_FLOAT() * (maxHalfWidth - minHalfWidth) + minHalfWidth; // avoid offset at top and bottom part by added waves float availPos = 1 - 2 * model->magicLampWaves[i].halfWidth; float posInAvailSegment = 0; if (i > 0) posInAvailSegment = (availPos / model->magicLampWaveCount) * rand() / RAND_MAX; model->magicLampWaves[i].pos = (posInAvailSegment + i * availPos / model->magicLampWaveCount + model->magicLampWaves[i].halfWidth); // switch wave direction ampDirection *= -1; } } else model->magicLampWaveCount = 0; } static void fxMagicLampModelStepObject(CompWindow * w, Model * model, Object * object, float forwardProgress) { ANIM_WINDOW(w); float iconCloseEndY; float iconFarEndY; float winFarEndY; float winVisibleCloseEndY; if (aw->minimizeToTop) { iconFarEndY = aw->icon.y; iconCloseEndY = aw->icon.y + aw->icon.height; winFarEndY = WIN_Y(w) + WIN_H(w); winVisibleCloseEndY = WIN_Y(w); if (winVisibleCloseEndY < iconCloseEndY) winVisibleCloseEndY = iconCloseEndY; } else { iconFarEndY = aw->icon.y + aw->icon.height; iconCloseEndY = aw->icon.y; winFarEndY = WIN_Y(w); winVisibleCloseEndY = WIN_Y(w) + WIN_H(w); if (winVisibleCloseEndY > iconCloseEndY) winVisibleCloseEndY = iconCloseEndY; } float preShapePhaseEnd = 0.22f; float stretchPhaseEnd = preShapePhaseEnd + (1 - preShapePhaseEnd) * (iconCloseEndY - winVisibleCloseEndY) / ((iconCloseEndY - winFarEndY) + (iconCloseEndY - winVisibleCloseEndY)); if (stretchPhaseEnd < preShapePhaseEnd + 0.1) stretchPhaseEnd = preShapePhaseEnd + 0.1; float origx = w->attrib.x + (WIN_W(w) * object->gridPosition.x - w->output.left) * model->scale.x; float origy = w->attrib.y + (WIN_H(w) * object->gridPosition.y - w->output.top) * model->scale.y; float iconShadowLeft = ((float)(w->output.left - w->input.left)) * aw->icon.width / w->width; float iconShadowRight = ((float)(w->output.right - w->input.right)) * aw->icon.width / w->width; float iconx = (aw->icon.x - iconShadowLeft) + (aw->icon.width + iconShadowLeft + iconShadowRight) * object->gridPosition.x; float icony = aw->icon.y + aw->icon.height * object->gridPosition.y; float stretchedPos; if (aw->minimizeToTop) stretchedPos = object->gridPosition.y * origy + (1 - object->gridPosition.y) * icony; else stretchedPos = (1 - object->gridPosition.y) * origy + object->gridPosition.y * icony; if (forwardProgress < preShapePhaseEnd) { float preShapeProgress = forwardProgress / preShapePhaseEnd; float stretchProgress = forwardProgress / stretchPhaseEnd; float fx = (iconCloseEndY - object->position.y) / (iconCloseEndY - winFarEndY); float fy = (sigmoid(fx) - sigmoid(0)) / (sigmoid(1) - sigmoid(0)); float targetx = fy * (origx - iconx) + iconx; int i; for (i = 0; i < model->magicLampWaveCount; i++) { float cosfx = (fx - model->magicLampWaves[i].pos) / model->magicLampWaves[i].halfWidth; if (cosfx < -1 || cosfx > 1) continue; targetx += model->magicLampWaves[i].amp * model->scale.x * (cos(cosfx * M_PI) + 1) / 2; } preShapeProgress = 1 - decelerateProgress(1 - preShapeProgress); object->position.x = (1 - preShapeProgress) * origx + preShapeProgress * targetx; object->position.y = (1 - stretchProgress) * origy + stretchProgress * stretchedPos; } else { if (forwardProgress < stretchPhaseEnd) { float stretchProgress = forwardProgress / stretchPhaseEnd; object->position.y = (1 - stretchProgress) * origy + stretchProgress * stretchedPos; } else { float postStretchProgress = (forwardProgress - stretchPhaseEnd) / (1 - stretchPhaseEnd); object->position.y = (1 - postStretchProgress) * stretchedPos + postStretchProgress * (stretchedPos + (iconCloseEndY - winFarEndY)); } float fx = (iconCloseEndY - object->position.y) / (iconCloseEndY - winFarEndY); float fy = (sigmoid(fx) - sigmoid(0)) / (sigmoid(1) - sigmoid(0)); int i; object->position.x = fy * (origx - iconx) + iconx; for (i = 0; i < model->magicLampWaveCount; i++) { float cosfx = (fx - model->magicLampWaves[i].pos) / model->magicLampWaves[i].halfWidth; if (cosfx < -1 || cosfx > 1) continue; object->position.x += model->magicLampWaves[i].amp * model->scale.x * (cos(cosfx * M_PI) + 1) / 2; } } if (aw->minimizeToTop) { if (object->position.y < iconFarEndY) object->position.y = iconFarEndY; } else { if (object->position.y > iconFarEndY) object->position.y = iconFarEndY; } } Bool fxMagicLampModelStep(CompScreen * s, CompWindow * w, float time) { if (!defaultAnimStep(s, w, time)) return FALSE; ANIM_SCREEN(s); ANIM_WINDOW(w); Model *model = aw->model; if ((aw->curWindowEvent == WindowEventOpen || aw->curWindowEvent == WindowEventClose) && ((aw->curAnimEffect == AnimEffectMagicLamp && animGetB(as, aw, ANIM_SCREEN_OPTION_MAGIC_LAMP_MOVING_END)) || (aw->curAnimEffect == AnimEffectVacuum && animGetB(as, aw, ANIM_SCREEN_OPTION_VACUUM_MOVING_END)))) { // Update icon position getMousePointerXY(s, &aw->icon.x, &aw->icon.y); } float forwardProgress = defaultAnimProgress(aw); int i; for (i = 0; i < model->numObjects; i++) fxMagicLampModelStepObject(w, model, &model->objects[i], forwardProgress); return TRUE; }